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Bodders

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Here's the simplest changes to get Daywalker's AI mod to work with the EEP. This should work with 1.4.1 as long as the switching AI that is already in the EEP 1.4 is in 1.4.1 as well.

Firstly, install Daywalker's mod to the EEP subdirectory.
In the scenarios section of the EEP subdirectory, make the following addition at the end of the *.eug files (you can edit them in any text editor) :-

include = "db\BP_MOD\BP_AI\BP_000_events_ai.txt"

Delete The Grand Campaign (BP AI).eug as that only applies to the vanilla GC.

Now, go to the DB\BP_MOD sub-directory of the EEP directory and open the BP_000_Events_AI file using notepad or any text editor. Comment out by adding a # symbol at the start (or delete) the following lines :-

In the AI Help Events section :-

event = "DB\BP_MOD\BP_AI_HELP\BP_cas_ai_help.txt" (Automatic CAS to SPA, covered in EEP already)

event = "DB\BP_MOD\BP_AI_HELP\BP_mos_ai_help.txt" (Unnecessary early boost to Muscowy, as EEP has better start position)

event = "DB\BP_MOD\BP_AI_HELP\BP_tur_ai_help.txt" (Most of Ottoman Empire help doesn't make sense in EEP, includes attack on Teke first of the Muslim countries and so on).

In the AI Shift Events section :-

event = "DB\BP_MOD\BP_AI_SHIFT\BP_bra_ai_shift.txt" (Brandenburg has AI which changes already in EEP, IMO better than this one - more peaceful at first)

event = "DB\BP_MOD\BP_AI_SHIFT\BP_cas_ai_shift.txt" (The Castille AI in EEP is better IMO, this one is too aggressive - it will change when Spain is formed)

event = "DB\BP_MOD\BP_AI_SHIFT\BP_dan_ai_shift.txt" (Denmark already has good personality changing AI in EEP)

event = "DB\BP_MOD\BP_AI_SHIFT\BP_hab_ai_shift.txt" (Austria already has good personality changing AI in EEP)

event = "DB\BP_MOD\BP_AI_SHIFT\BP_mor_ai_shift.txt" (Morocco already has personality changing AI in EEP)

event = "DB\BP_MOD\BP_AI_SHIFT\BP_por_ai_shift.txt" (Portugal already has personality changing AI in EEP - not sure on this one which is better, but easier to remove this one)

event = "DB\BP_MOD\BP_AI_SHIFT\BP_pru_ai_shift.txt" (Prussia is already covered by EEP)

event = "DB\BP_MOD\BP_AI_SHIFT\BP_tur_ai_shift.txt" (Ottoman Empire is covered in EEP with personality changes and CB shield adding so this switching not really applicable)

In the AI vs PLAYER SPECIAL CASES section :-

event = "DB\BP_MOD\BP_AI_HELP\BP_05case_mos.txt" (Excessive for EEP help for Muscowy expansion (that hasn't formed Russia)

event = "DB\BP_MOD\BP_AI_HELP\BP_06case_rus.txt" (Same as above, except for Russia)

event = "DB\BP_MOD\BP_AI_HELP\BP_08case_all.txt" (Unneeded smallpox events for North America, because of change to NA natives in EEP)

Optionally, also comment out
event = "DB\BP_MOD\BP_AI_HELP\BP_11case_rus.txt" (this gives every Russian colony an extra 1000 people, which seems a bit much to me).

That's all - someone might want to sticky this info as it could be a common question.

Just remembered, that as the ai mod also requires the beta, people might be interested in the changes needed to be made to text.csv.

You need to add the following two lines before the EOF lines in text.csv (available in the config subdirectory in the EEP) directory. Use any text editor :-
DOMESTIC_L_ADJ;Overseas Tax Penalty: %s%.2f percent\n;;;;;;;;;;7070
EYRCOMPARISON;Comparison Table;;;;;;;;;;4197

Cheers
 
Last edited:
Originally posted by Bodders

You need to add the following two lines before the EOF lines in text.csv (available in the config subdirectory in the EEP) directory. Use any text editor :-
DOMESTIC_L_ADJ;Overseas Tax Penalty: %s%.2f percent\n;;;;;;;;;;7070
EYRCOMPARISON;Comparison Table;;;;;;;;;;4197

There are quite a few more changes than that needed (or at least desirable). See http://www.europa-universalis.com/forum/showthread.php?s=&threadid=90156

Hmm... and does it work using numbers twice like that? (e.g. 4197, 7070 are used by other things in the standard 1.07 text.csv) I thought they had to be unique.
 
Re: Re: Daywalker's AI mod and the EEP

Originally posted by wryun
There are quite a few more changes than that needed (or at least desirable). See http://www.europa-universalis.com/forum/showthread.php?s=&threadid=90156

Hmm... and does it work using numbers twice like that? (e.g. 4197, 7070 are used by other things in the standard 1.07 text.csv) I thought they had to be unique.

Oh well, it works for me - that's the only parts of 'obvious' text I'd seen missing. It may be I just missed out the others, I guess they're not ones that come up so often.
 
Originally posted by Bodders
Here's the simplest changes to get Daywalker's AI mod to work with the EEP..............

Well that might work, and ok too – but you aint playing with my ai :D
You can’t pull out half a dozen ai’s – including hardcore like POR, TUR and DAN, and still think you are playing my ai :)

It is really a ‘pack’ that works too (and well with) each other.
The POR ai is a crown jewel in the pack; you will currently – guarantied - not find him better anywhere (not saying it cant be done even better), with historical exploration to almost perfection.
It has taken blood, sweet and tiers and unheard number of test to get him to do it proper.
But if you try it tell me how it works out?

Btw it aint really good to pull out the RUS case and include his ai. The RUS ai has a very high expansion in the ai file (late), and if he cant get to the steps (with some certainty), his gonna colonize like a mad all over the place.
 
Re: Re: Re: Daywalker's AI mod and the EEP

Originally posted by Bodders
Oh well, it works for me - that's the only parts of 'obvious' text I'd seen missing. It may be I just missed out the others, I guess they're not ones that come up so often.

You're right! I just set every number to 1, with no discernable affect on the way things work. That'll make messing round in there easier. Wonder what the numbers are for?

Re Daywalker's AI... it seems you need two sets of changes, one that only uses his for the things the EEP is missing, and one that uses his for everything (i.e. comment out EEP AI shifts). It would be really useful if all the EEP AI stuff was in separate files, if it isn't already.
 
Re: Re: Daywalker's AI mod and the EEP

Originally posted by Daywalker
Well that might work, and ok too – but you aint playing with my ai :D
You can’t pull out half a dozen ai’s – including hardcore like POR, TUR and DAN, and still think you are playing my ai :)

Perhaps not, but it's the simplest way to get it to work with the EEP. In the case of Turkey, there are just too many changes in the EEP and events already existing for yours to make much sense, in my opinion.

As to Portugal, well the personality AI which is already in EEP works pretty well along with the EEP events and the Portugal help file from your mod. The Denmark switching ai already existing is also pretty good.

In my opinion, there is more benefits provided by your 'help' section than the ai switching. Sadly, there's too much randomness with the ai overall - why does it declare war with aggressiveness rating '0' so commonly...

It is really a ‘pack’ that works too (and well with) each other.
The POR ai is a crown jewel in the pack; you will currently – guarantied - not find him better anywhere (not saying it cant be done even better), with historical exploration to almost perfection.
It has taken blood, sweet and tiers and unheard number of test to get him to do it proper.
But if you try it tell me how it works out?

It's a pack that works very well with the existing Paradox campaign. However, the EEP makes changes so you couldn't expect the same 'pack' to work as well. I have tried to find the areas of the 'pack' that don't apply as the EEP is set up now and where it conflicts.

That was really my main aim, to remove the areas where the EEP and it could lead to odd results - it's not a comment on the validity or otherwise of the mod (which I think is great).

Having said that, there are areas I've changed, even playing it in the normal gc - such as the early Castille ai and the early Brandenburg ai. Just because I may mod it further does not in anyway diminish what you've done :)

In this thread, I am trying not to mod beyond what is necessary for the EEP as it stands now. As it currently stands, the EEP has some ai changing events which are within 'normal' event files. It's much easier to change yours than remove these.

At a later date, these can be separated out and then people can play with your mod totally, or without it or like me, use some parts of yours and some of others, whichever they prefer :)

Btw it aint really good to pull out the RUS case and include his ai. The RUS ai has a very high expansion in the ai file (late), and if he cant get to the steps (with some certainty), his gonna colonize like a mad all over the place.

I'll keep an eye on it, thanks but there are extra events in the EEP for the breakup of the horde on the east and that together with the stronger start gives Russia less problems than in the GC, in my experience.

Fate's Age of Reformation scenario extra help for Russia had a 100 expansion ai but seemed to work fine. Of course, that was with the 1520 position already existing but I don't see it as that different - the current EEP one is 15 expansion as soon as Russia forms.

I've left in the Russian help section which does give it a 'start on the east' and some automatic province seceding. I just think the extra ones for both Russia and Muscowy is too much for the EEP.

Thanks for all your work on the mod, by the way. Excellent :)